Stellaris

Stellaris

Sector Shaping
30 Comments
Allein 29 Aug, 2024 @ 7:49pm 
This mod's features are currently in the base game now
Ciaphas Cain 29 Aug, 2024 @ 11:22am 
Can this be updated please? Or is there another updated version somewhere else?
oniris 9 May, 2023 @ 8:12am 
I get 'module disabled'
Allein 9 Apr, 2023 @ 8:04pm 
Also I just figured out how to use this mod (was fumbling around with the buttons until I figured out how it worked) and my god this easily my favorite mod now. Why? Because sector management! I can finally manage sectors again!
Allein 9 Apr, 2023 @ 8:03pm 
You need to refresh the screen
Skipper 27 Feb, 2023 @ 12:26pm 
Doesn't really work. When I click 'manage system' all of the options on their are greyed out and when hovered over them they say 'module disabled'
Walayimuna 17 Feb, 2023 @ 5:23am 
The current version of this mod makes the game borderline unplayable, there's a bug that when you finish terraforming a planet, it removes the sector, and you have to delete another sector in order to recreate it.

That means if you have a large empire, about every single time you terraform a planet and it unearths primitives, it'll delete your capital system, and if you had edited the system to make it larger because of the arbitrary max 10 sector limitation, you need to manually edit and recreate the sector.

By itself this would be a major letdown, since it requires 6 clicks to add a single system to a sector, if you had a sector with like 30 systems, 180 clicks.

Now add to it the fact that I'm physically disabled and take around 10 seconds because of my disability to add a single system to a sector.

The lack of a base game way to edit the systems on your sector is infuriating, however the current version of this mod does not solve this problem.
Walayimuna 15 Feb, 2023 @ 3:34am 
Is there a way to increase the amount of sectors?
Void 14 Feb, 2023 @ 1:14am 
Works now. Thanks!
ѕ¢ιѕηєяΩмΛм  [author] 13 Feb, 2023 @ 11:21am 
@Void thats weird, there should be no way to disable the module without the use of the console. If you are willing to use the console you can trigger the event "scis_sector_shaping.91" where you can enable/disable the module.
凸 (艹皿艹 ) 凸 13 Feb, 2023 @ 1:04am 
how to use this mod?
Void 12 Feb, 2023 @ 11:00pm 
When I bring up the decisions window for the mod, I can't do anything. What I presume are the buttons that allow for functionality are grey'd out. Hovering over them makes a tooltip appear that says "Module is Disabled."
Tsvetomir 29 Dec, 2022 @ 12:35am 
Omg thank you so much for the update/mod! No more destroy outposts then recreat them to make 1 system vassal! I will link the mod to the appropriate reddit posts that seek this! You get a like and favorite! :steamthumbsup:
Phasma Felis 22 Nov, 2022 @ 6:34pm 
If it's being weird after adding it to a running game, it seems to update after a month.

It also seems to set the sector-inclusion distance to 6 instead of 4, which wasn't mentioned in the description.
ѕ¢ιѕηєяΩмΛм  [author] 20 Nov, 2022 @ 2:06am 
I haven't tested adding the mod to a running game, so it could be that it does not work correctly.
@Cheshire Regarding the 25 sector limit: I'm not sure, if there is an explicit limit set, but i will take a look later
TheMobDestroyer 20 Nov, 2022 @ 12:44am 
It seems to be only not work on systems without habitable planets, not sure why
TheMobDestroyer 19 Nov, 2022 @ 9:22pm 
Hey, I'm having a few issues with the mod, I can't attatch to a sector despite there being a neighboring one. I can remove just fine. Does it need to be a new game? thanks for the help.
Tralalero Tralala 17 Nov, 2022 @ 12:12am 
sectors have a limit to 25 systems?
ѕ¢ιѕηєяΩмΛм  [author] 2 Nov, 2022 @ 12:08pm 
On the star of a system is a decision to "manage" the system. In the manage screen you can add this system to another sector, or remove it from a sector if it is attached to one.
jsharpminor 2 Nov, 2022 @ 9:15am 
I can't figure out what this mod does or how to use it. I made a new Playset including this mod, but now all my non-homeworld sectors are size 1 and there are no Planetary Decisions that would enable me to change that.
Arralen 8 Oct, 2022 @ 3:01pm 
I wonder if this mods breaks the AI, as the core sector is effectively size 1 now, and all other sectors (and inhabited worlds, therefore) end up being "frontier sectors" without governor?
ѕ¢ιѕηєяΩмΛм  [author] 7 Oct, 2022 @ 4:41am 
Another fix was uploaded, this one works for core+normal sectors (testet with the necrophage origin).
Ebb 6 Oct, 2022 @ 9:16pm 
Yeah primitives confirmed still not working - but if memory serves right - they never worked for a large chunk of Imperial Routine's lifespan. Not a new bug!
ѕ¢ιѕηєяΩмΛм  [author] 6 Oct, 2022 @ 3:33am 
I uploaded a fix, it would be nice if you could test that it works properly.
Roll Fizzlebeef 5 Oct, 2022 @ 9:01pm 
Thanks so much for updating this mod! Sadly, it doesn't work properly with primitives. Systems with primitives cannot be added to sectors, seemingly because the mod registers them as Capital systems, and says "Capital system cannot be detached from core sectors." Is there any way to fix this?
Ebb 3 Oct, 2022 @ 8:13am 
Thanks so much for bringing this part of the mod back. I've missed playing with custom sectors for so long!
ѕ¢ιѕηєяΩмΛм  [author] 28 Sep, 2022 @ 2:51am 
It was bugged,I uploaded a fix, it should work now.
DEMETRIUS7 27 Sep, 2022 @ 1:12pm 
I know! but the detail setting button doesn't work for me.
ѕ¢ιѕηєяΩмΛм  [author] 27 Sep, 2022 @ 7:52am 
There should be a decision at the star of the system with the starbase, that allows adding this system to an adjacent sector, or removing the system from the current sector.
DEMETRIUS7 26 Sep, 2022 @ 5:29pm 
thanks for updating! But something is going wrong. How does the mod work?